Spell Craft
Introduction
Spell Craft is the Ability to Cast Spells based on the 7 Mgaical Schools
Spell Craft is devided into 3 Different types of Fields:
- Purity (Clerics, Druids, Elementalist)
- Corruption (Necromancy, Summoner, Thaumaturgie)
- Balance (Order of Shapeshifters)
Choosing your School of Magic
There are 7 Schools of Magic all have different foci and principle coosing your School will define your magic from the ground up.
- Clerics: Clerics base there magic on the Gods/Demons and using there Power to Cast Spells. The main way for a Cleric to gain more Power ist to have a close relationship with one ore more Gods/Demons
- Summoner: Summoners don't realy cast Spells but Summon "Creative Monsters" who fight and work for them (See more under "Creative Monsters" further down the Page)
- Druids: Druids base there Power on using Nature as an ally and forming there Spells around it, for example animating trees to defend them or manipulating the wind and animals to support them
- Thaumatuge: Thaumatuge mostly use enchanted Objects such as Thaumic Gadgets as Spell craft. They mostly take there power from the Void the Place between Worlds and thus can course quite a caos if there magic gets out of hand.
- Elementalist: Elementalist use the Alchemic Elements as there Source of power and manipulate them.
- Necromancer: Necromancer use the Spirits of the Dead or there Remains as a source of power and thus have strong destructive abilities.
- The Order of Shapeshifters: The Order is an amalgamation of all 6 schools of magic and aim to find a balance between all of them.
Creation of a Spell
- The Spell Caster names the Spell and the way to say it in addition to the gesture corresponding to the Spell
- The Spell Caster Rolls (2D6+Spell Caster Level)this will be the available effect points at Spell Level 1
- Spending the Effect points:
Effect | Points |
Dealing XD4 Damage to one or more Targets (1:x1, 2x0.5each, ...)
(X Defines Summons Armor with Armor Class of Leather, Lite Plate or Plate) (X = Points Spent /3) |
min 3 |
Healing XD2 HP (Max. 7D2 Healing)
(X*2 Defines the Summons extra HP) (X = Points Spent / 8) |
min 8 |
Removing or adding X Cosmetic Effects (every additional one after 5 costs P.S./4)
(Acts upon the Summon) (X = Points Spent / 2) |
min 2 |
Spell Duration X minutes
(X*1.5 Defines the Summons Lifetime in hours) (status Effects take are activated every Turn (x<10) every 2 Turns (x<30) every 3 Turns (x>60)). (X = (Points Spent) * (Points Spent)/2) |
min 1 |
Custom Effect of Area X with Strength Y
(Origin is the Summon) (X = (Points Spent -3) / 10 m) (Y = Points Spent ) 4Y = 1 Stat Effect 8Y = 1 Status Effect |
min 4 |
Custom Effect of One Specific Target with Strength Y
(Summon is Effected) (Y = Points Spent *1.5) 4Y = 1 Stat Effect 8Y = 1 Status Effect |
min 4 |
Custom Effect of XD2 Targets with Strength Y
(Target in Sight of Summon OR Allys of Summon) (X = Points Spent/ 4) (Y = Points Spent ) 4Y = 1 Stat Effect 8Y = 1 Status Effect |
min 4 |
and Every 8 1 Status Effect.
Each Effect has to match the Current Effect Strength Level and is recounted from that Levels minimum Points
Effect Strength | (Max. Effects = Spell Craft Lv.) |
1-15 | caster can slightly manipulate the Defined Space (i.e. small loss of Gravity and small scale levitation)
(Min Spell Craft: 1Lv.) Status Effect: Open Cover OR 1 Minor Potion Effect Stat Effect: +1 OR -1 On The Target/s Actions |
16-31 | The Caster can Control the Defined Space and Act in it more Refined (i.e. slowly molding the space and controlling larger objects)
(Min Spell Craft: 20Lv.) Status Effect: Open Cover OR 1 Regular Potion Effect OR 2 Minor Potion Effects OR Enhance Spell Effect by 1D5 Stat Effect: +2 OR -2 On The Target/s Actions |
32 - 64 | Caster can clearly shape the defined space to there wishes (i.e. raise mountains, create pitfalls, make it rain and so on)
(Min Spell Craft: 40Lv.) (Up to 8 Turns from +5 to -5 on Actions Status Effect: Open Cover OR 2 Regular Potion Effects OR 2 Minor Potion Effects OR Enhance Spell Effect by 1D8 Stat Effect: +5 OR -5 On The Target/s Actions |
If more then one Custom Effects Act in the Same Space then both Casters Roll Magical-Talent against each other
(the Winner controls this Space if both Parties are acting Together then they both have to succeed to combine there Effects)
Normal Spell Range is 5m with the Condition that the Caster can see the Target (if Willingly reduced every meter gains 2 Spell points)
4. Changing Casting Conditions standard (One Turn Vocal & Gestural = +0 on Magi. Roll)
Casting Condition | Effect |
Vocal Incantation | for every Turn used +0.5 Casting Chance |
Gestural Incantation | for every Turn used +0.5 Casting Chance |
Material Incantation | for every Turn used +0.5 Casting Chance
OR x1.25 Spell Points (including Level-ups) |
Strengthen Spell Control | exchanging 5 Spell points for 1 Casting Chance
OR 10 Spell points for changing the effect Type while spell is in Effect (Change Defined with Upgrade) |
Weakening Spell Control | exchanging 1 Casting Chance for 1d10 Spell Points
OR 2 Casting Chance for random spell adaptation to casting environment (Specifics defined by spell Effect) |
Sacrifice | use an item as material for the Spell
(Specific Material defined by School and Effect): - Mundane Item (Sand, Dirt, ...) Worth about 1 to 5 C. (Max 10 per Spell) (Consumed by spell) Spell points + 1D2 per Level OR + 1 Casting Chance - Common item (Manufactured Item, Specific Plants) Worth about 1 C. to 5 S. (Max 5 Per Spell) (If Consumed by spell x1.25 Effect) Spell points + 1D3 per Level OR + 2 Casting Chance - Rare Item (Specially Made Item or Rare Material) Worth about 1 S. to 50 S. (Max 5 Per Spell) (If Consumed by spell x1.25 Effect) Spell points + 1D4 per Level OR + 3 Casting Chance - Epic Item (Valuable Item relatively hard to obtain) Worth about 50 S. to 1 G. (Only one Per Spell) (If Consumed by spell x2 Effect) Spell points + 2D6 per Level OR + 4 Casting Chance - Legendary Item (Relic or item of similarly hard to obtain item) Worth about 1 G. to 100 G. OR 1 E. to 1 T. (Only one Per Spell) (If Consumed by spell x2.5 Effect) Spell points + 2D8 per Level OR + 5 Casting Chance |
Preparations & Conditions | Bind the Spell to specific Conditions that are beyond the already mentioned:
Specific Time:Time To Cast+1D2 Spell Points per Level OR + 1 Casting Chance per spent Turn(min) before Effect Time of Day (1h Effect x2, basic Time of Day x1) Spell Points +1D8 per Level OR + 3 Casting Chance Day of Week Spell Points +1D10 per Level OR + 7 Casting Chance Day of Month Spell Points +2D12 per Level OR + 10 Casting Chance Day of Year Spell Points +2D20 per Level OR + Garantie Casting Chance Specific Biome:Common (Plains, Forrest, Hills, Mountains, ...)Spell Points +1D2 per Level OR + 1 Casting Chance Rare (Through Magic changed Biomes) Spell Points +3D2 per Level OR + 4 Casting Chance Epic (Special Dimensions, Magical deffined Biomes) Spell Points +4D2 per Level OR + 7 Casting Chance Range of Structure (normal: 1km):New (< 10 Years)Spell Points +1D2 per Level OR + 1 Casting Chance Mundane (< 50 Years) Spell Points +1D4 per Level OR + 3 Casting Chance Old (< 100 Years) Spell Points +1D8 per Level OR + 8 Casting Chance Magical (Magical Aperture to support Spells) Spell Points +1D20 per Level OR + 12 Casting Chance Range of Environmental Object (normal: 10m):Common (Specific Tree Type, Specific Water Types, ...)Spell Points +1D3 per Level OR + 3 Casting Chance Rare (Grove of Specific Tree, Tar Pit, Lakes of Acid) Spell Points +1D6 per Level OR + 5 Casting Chance Epic (Magical Environmental Objects) Spell Points +1D10 per Level OR + 8 Casting Chance Range of Ritual Site (normal: 10m):Small (Construction 1 - 4 Hours)Spell Points +1D5 per Level OR + 5 Casting Chance Medium (Construction 1 - 4 Days) Spell Points +1D10 per Level OR + 10 Casting Chance Large (Permanent Structure) Spell Points +1D20 per Level OR + Garantie Casting Chance Range of Specific Object (Normal: 1m):Common (Worth about 1 S. to 10 S.)Spell Points +1D3 per Level OR + 3 Casting Chance Rare (Worth about 10 S. to 50 S.) Spell Points +1D6 per Level OR + 6 Casting Chance Epic (Worth about 50 S. to 1 G.) Spell Points +1D8 per Level OR + 8 Casting Chance Legendary (Worth about 1 G. to 1 T.) Spell Points +1D12 per Level OR + 12 Casting Chance |
5. To successful Cast the Spell the Spell Caster has to Roll one Magic Roll and has to See there Target
6. Every 5 successful Casts of the Spell it Levels up and gains 1D2 Points to be spent.
(in Addition it Gaines 0.05 Purity or Corruption based on The Casters School of Magic)
7. A Spell Can be used with negative Points but the Caster then Invokes a Random Caotic effect
If a Spell Reaches Corruption or Purity of 1.0 (Normaly Spell Lv. 20) then the Spell will gain +8 Spell-Points if the Caster has Corruption or Purity of at least 20% ,additional +5 if at least 50 %, if the caster is under 10% the spell will gain -4 Spell-Points, -8 Spell-Points if under 5%
Spell-Intelligence
Spell-Level | Knowledge | Spell jealously |
0 - 4 | -No Intelligence- | |
5 - 9 | Animal like Intellect | -1 other Spell success Chance (30%) |
10 - 24 | Human Level Intelligence
Int. Rolls +2 Wis. Rolls +1 |
-2 other Spell success Chance (20%) |
25 - 50 | Elder
Int. Rolls +3 Wis. Rolls +2 |
-3 other Spell success Chance (10%) |
>50 | Old
Int. Rolls +4 Wis. Rolls +3 |
-5 other Spell success Chance (5%) |
This on only be done once per Spell Pair and if it Fails the Spells will have a 10% extra chance of jealously
Spell-Spirts
Personality | Special Effects | |
1 | Corrupted (Longs for the Void) | +2D20 Corruption +1D5 Spell Effect +1 Casting Chance |
2 | Pure (Longs for the Gods and Eternal Light) | +2D20 Purity +1D5 Spell Effect +1 Casting Chance |
3 | Jolly (Always Trays to liven the Atmosphere) | +2 Charisma +1 Wisdom (has a 1 in 5 chance to Reverse the Effects of Terror) |
4 | Kind (Trys to help it's Master as Best as it can) | (has a 1 in 4 chance to heal a wounded Ally by 1D3) +1 Intel. +1 Wisdom |
5 | Jealous (Hates other Spells and wants it's Master to enhance it) | +1 All Stats (if any other magical Object/Spell is Present -2 on One Random Stat) |
6 | Power-Hungry (Want's it Master to Rule and to Dominate every one else) | +2 on Two Stats chosen by Wielder |
7 | Naturalist (Gose against destruction of Nature and Trys to heal wounded Natur and Allys) | (has a 3 in 5 chance to heal a wounded Ally by 1D6)(If nature is destroyed by wielder -1 on One Random Stat) |
8 | Trickster (wishes to stiere Trouble and Course Chaos ) | +1D4 on One Random Stat (Changes every Month) |
Creating A "Creative Monster"
- Choice of Ability Focus
- Choice of Material
- Wisdom Roll
- The Caster Rolls for every Stat of the "Monster" 3D6 exapt Wisdom
for Wisdom the Monster gets Wisdom of Summoner/2 +1D8 if the Wisdom of the "Monster" is grater than the Casters Wisdom then the Caster has to Roll Against the "Monster" in every Stat (if both succeeds then the Caster Wins) if the Caster losses in more then half of the Stats then he gets Damage based on the "Monsters" Complexity and the Monster is Free - The Caster Choses a Name and Personality which grants the being a Soul (If one of the Materials is a Soul then the "Monsters" takes on that personality and name)
- The "Monster" awakens and is bound to it's master (if the "Monster" is a type of Swarm it has a 20% chance to Free itself, if it's Godly then it has a 75% chance)
HP Boni: | Common Materials: |
-3 | Liquids +2Agil. |
-/- | Plants +1Pers. +1Cha. |
+2 | Earth +2Pers. -1Int. +1Str. |
+4 | Metals +2Craft. ++1Int. -1Agil. |
+3 | Minerals +1Mag. -1Char. +2Pers. +1W. |
+2 | Crystals +3Mag. -3Char. +2Int. +2W. |
-1 | Living +3Mag. -2Pers. +1Craft. +1W. |
-2 | Dead +4Mag. -2Craft. -1Pers. -2W. |
-/- | Soul +1/4 Stats of Soul +3W |
Complexity | Damage | |
none | 1 Material | 1D4 |
Simple | 2-3 Material | 2D4 |
Trivial | 4-5 Material | 2D8 |
Complex | 6-8 Material | 3D10 |
Dangerous | 9-12 Material | 4D10 |
Godly | >12 Material | 4D20 |
Item Sizes
- 1 SI = 4 Units (Small Item)
- 1 MI = 2 SI = 8 Units (Medium Item)
- 1 BI = 5 SI = 20 Units (Big Item)
Abbreviation:
SI Small Items
MI Medium Items
Acc Accuracy
Str. Strength
Agil. Agility
Pers. Persistence
W. Wisdom
Const. Constitution
Int. Intelligence
Char. Charisma
Mag. Magical Talent
Craft. Craftsmanship
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